Search found 265 matches

by coppercoil
Sat Jul 25, 2020 11:30 am
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 95
Views: 8479

Re: Friday Facts #357 - Nuke

Try this mod: https://mods.factorio.com/mod/MushroomCloud By the way, this mod gives better light flash. Factorio's overbright is poor quality: colors are burned to white too fast without a log law (thereby giving an impression of low dynamic range), some color channels burn earlier than others (ca...
by coppercoil
Fri Jul 24, 2020 5:34 pm
Forum: Ideas and Suggestions
Topic: Hex signal view, hex and mathematical input in constants
Replies: 24
Views: 652

Re: Hex signal view, hex and mathematical input in constants

Opening the calculator is even faster. But why?
by coppercoil
Fri Jul 24, 2020 5:33 pm
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 95
Views: 8479

Re: Friday Facts #357 - Nuke

Atomic explosion looks good now. I would like to see some biters’ reaction to the blast. They could stop for a few seconds and turn around to look what’s the hell is happening.
by coppercoil
Fri Jul 24, 2020 4:59 pm
Forum: Ideas and Suggestions
Topic: Hex signal view, hex and mathematical input in constants
Replies: 24
Views: 652

Re: Hex signal view, hex and mathematical input in constants

Hannu wrote:
Fri Jul 24, 2020 9:56 am
Programmers are familiar with hex system and can easily count bits.
Programmers are familiar with hex system - yes.
Can easily count bits - no. Most programmers don't use bits often, thereby have no need to memorize them.
by coppercoil
Wed Jul 22, 2020 8:20 am
Forum: Ideas and Suggestions
Topic: Hex signal view, hex and mathematical input in constants
Replies: 24
Views: 652

Re: Hex signal view, hex and mathematical input in constants

I think the player cannot memorize sixteen representations if he uses them occasionally. Yes, he will know how to convert it using exernal tools, how about embedded tools? If we would have two display modes, why not to add the third one? BTW every bit can be numbered, therefore no problems locating ...
by coppercoil
Tue Jul 21, 2020 10:39 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 643
Views: 396334

Re: 4-way intersections: Throughput and deadlocks [image heavy]

For my next play-through i plan to go bigger. I plan to use 8 lanes setup (4 one way 4 another). I plan to use trains with 2 locomotives and 4 wagons. I think 8 lane designs are very ineffective. You still need many waiting lanes just before junction and right after it, but not in between the junct...
by coppercoil
Thu Jul 09, 2020 8:51 am
Forum: Outdated/Not implemented
Topic: Add Duplicate Keybind Warning
Replies: 8
Views: 545

Re: Add Duplicate Keybind Warning

Look at your Controls settings window and see how many duplicates there are by default. For example, all these are linked to left click by default : - Open object's GUI - Build - Select for blueprint - Drag map - Craft 1 - Cancel crafting 1 - Pick up/drop item stack Would you really want the game t...
by coppercoil
Thu Jun 04, 2020 5:09 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.27] Low contrast for circuit signal icons
Replies: 13
Views: 920

Re: [0.18.27] Low contrast for circuit signal icons

- Anything
- Everything
Not good.

But I would really like to see some different marks.
by coppercoil
Thu May 28, 2020 1:28 pm
Forum: Ideas and Suggestions
Topic: Is it possible to code the recipes on the fly?
Replies: 5
Views: 242

Re: Is it possible to code the recipes on the fly?

Maybe no massive changes required? We already have variable output recipe: Kovarex enrichment process.
Mod could predefine a fixed recipe, where good production would have output probability f(x), and trash production would have g(x) = 1-f(x), or any other.
by coppercoil
Tue May 26, 2020 7:49 pm
Forum: Not a bug
Topic: [0.18.27] Icons are blurry on 100% scale
Replies: 6
Views: 344

Re: [0.18.27] Icons are blurry on 100% scale

My results are diffent.


(the final result was upscaled for pixel-peeping)
by coppercoil
Tue May 26, 2020 8:53 am
Forum: General discussion
Topic: Quarantaine Challenge! The Highest Output 7 tile high Nuclear Reactor design wins FAME, HONOR and $10!
Replies: 59
Views: 5001

Re: Quarantaine Challenge! The Highest Output 7 tile high Nuclear Reactor design wins FAME, HONOR and $10!

I missed that point about tiny artificial lakes inside. I never build my plants on lakes :). Likely, my turbines could be shorter.
by coppercoil
Mon May 25, 2020 6:54 am
Forum: Releases
Topic: Version 0.18.24
Replies: 39
Views: 8804

Re: Version 0.18.24

There’s no rule in the world how many software levels can exist. There’s no such rule "either safe, or in the fire". We can have a third intermediate level. It is possible to be half-washed and half-wet. If you don’t want to, there also are other people. You are selfish and inflexible. I'm fine with...
by coppercoil
Sun May 24, 2020 4:57 pm
Forum: General discussion
Topic: Quarantaine Challenge! The Highest Output 7 tile high Nuclear Reactor design wins FAME, HONOR and $10!
Replies: 59
Views: 5001

Re: Quarantaine Challenge! The Highest Output 7 tile high Nuclear Reactor design wins FAME, HONOR and $10!

I looked at those blueprints and some questions raised: is it guaranteed to have a water lake in that tiny gap between heat exchangers and turbines? If yes, how would you place four offshore pumps here? Infinite pipes aren't real-game entities, are they?
by coppercoil
Sun May 24, 2020 4:20 pm
Forum: Releases
Topic: Version 0.18.24
Replies: 39
Views: 8804

Re: Version 0.18.24

I have an idea regarding pre-alpha testers. What if we add an opt-out checkbox "Delay automatic updates for 24h"? Enthusiast players could uncheck it after confirmation "This can corrupt your gamesaves without a warning, you can lose all your blueprints, achievements and everything. Unexpected bugs ...
by coppercoil
Thu May 21, 2020 8:46 am
Forum: Ideas and Suggestions
Topic: Quality of life improvement: Visualize one-way rails with arrow
Replies: 13
Views: 370

Re: Quality of life improvement: Visualize one-way rails with arrow

If we really need visual indications, I suggest answering more general questions: where the train is able to move and why? Where this train cannot move and why? That "why" is the key.
This is mostly about signaling issues, but it may include direction indication as well.
by coppercoil
Thu May 21, 2020 7:37 am
Forum: Won't implement
Topic: A bunch of train-related requests
Replies: 2
Views: 119

Re: A bunch of train-related requests

Nevertheless, I like the idea about speed limit at low-radius curves and full speed at large radius. I have read an old topic about that. Maybe it's time to start thinking about Rails v2.0? I love railways :)
by coppercoil
Wed May 20, 2020 8:48 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: 6:1 and 1:6 blue belt balancers for train stations
Replies: 11
Views: 1074

Re: 6:1 and 1:6 blue belt balancers for train stations

You can take 3:1 balancer for unload. Here are lots of balancers.
You can also use 4 chests for every side. Would it be too easy? :)
by coppercoil
Sun May 17, 2020 11:56 am
Forum: Technical Help
Topic: save files replaced??
Replies: 8
Views: 310

Re: save files replaced??

Some automatic backups would be good. If Factorio is about to overwrite a file, it could make a backup copy by default. HDD are cheap, renaming is easy... BTW, a complete player files backup on every version upgrade would be also good. I will never forget someone lost all his blueprints after downgr...
by coppercoil
Fri May 15, 2020 6:54 am
Forum: Gameplay Help
Topic: Placing blueprints in sandbox mode
Replies: 6
Views: 269

Re: Placing blueprints in sandbox mode

I'd say Editor mode is very important in the sandbox mode, so there must be more obvious way to know it even exists. Maybe some toggle button on the screen. I played too much time without it.

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